@misc{13383,
  author       = {{Ehm, Thomas}},
  keywords     = {{Berührungslose Interaktion, Gestensteuerung, Webcam-Tracking, MediaPipe, Babylon.js, Web-Game, User Interface}},
  pages        = {{71}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Berührungslose Interaktion: Konzeption und Entwicklung eines Videospiels mit kamerabasierter Gestensteuerung}}},
  year         = {{2026}},
}

@misc{12445,
  author       = {{Behrens, Colin}},
  keywords     = {{Gaussian, Splatting, Computergraphics, Scanning, 3D, NeRF, Datensätze}},
  pages        = {{69}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Splatman : Automatisierte Erstellung von optimierten Datensets aus digitalen Szenen für Gaussian Splatting}}},
  year         = {{2025}},
}

@misc{12646,
  abstract     = {{Die präzise und kosteneffiziente 3D-Rekonstruktion industrieller Umgebungen gewinnt zu-nehmend an Bedeutung, insbesondere für digitale Zwillinge und automatisierte Inspektions-prozesse. Diese Arbeit untersucht die Entwicklung und Evaluierung eines multisensorischen Kamera-Setups, das mit Gaussian Splatting eine speichereffiziente und schnelle Modellierung von Produktionsumgebungen ermöglicht. Dafür wurde ein mobiles, autonomes System auf Basis eines MiR-Roboters entwickelt, das Bilddaten von verschiedenen USB-Kameras (Lo-gitech Brio, Anker C200), einer DSLR und iPhone Kamera sowie Raspberry Pi Kameras er-fasst und verarbeitet. 
Die zentrale Forschungsfrage adressiert die Effizienz, Bildqualität und Wirtschaftlichkeit von Gaussian Splatting im Vergleich zu etablierten Verfahren wie Photogrammetrie und LiDAR. Erste Testläufe mit DSLR-Aufnahmen und einer manuell rekonstruierten Pipeline zeigen, dass Gaussian Splatting hochdetaillierte Punktwolken generieren kann, jedoch mit Herausfor-derungen hinsichtlich Kameraausrichtung, Überlappung der Bilder und automatisierter Missi-onsplanung des Roboters konfrontiert ist. 
Die Ergebnisse zeigen, dass das System eine schnelle und speichereffiziente 3D-Rekonstruk-tion ermöglicht, jedoch in seiner aktuellen Form noch Optimierungspotenzial aufweist. Be-sonders die genaue Kalibrierung der Kameras, eine verbesserte Synchronisation der Bilder so-wie eine präzisere Steuerung des Roboters sind entscheidend für die Qualität der Punktwol-ken. Während Gaussian Splatting eine überzeugende Alternative zu klassischen Verfahren darstellt, ist die Systemstabilität derzeit noch abhängig von manuellen Eingriffen und Justie-rungen. 
Zukünftige Arbeiten sollten sich darauf konzentrieren, die Automatisierung des gesamten Workflows weiter voranzutreiben, insbesondere durch den Einsatz verbesserter Kamera-A-lignment-Algorithmen, Hardware-Trigger für synchrone Bildaufnahme und Machine-Learn-ing-gestützte Bildoptimierung. Zudem könnte eine Erweiterung des Systems um zusätzliche Sensortechnologien wie Time-of-Flight-Sensoren oder LiDAR-Module helfen, die Detailge-nauigkeit weiter zu verbessern und eine robuste Echtzeit-Rekonstruktion zu ermöglichen. }},
  author       = {{Wiemann, Sam}},
  keywords     = {{3D-Rekonstruktion, Gaussian Splatting, Photogrammetrie, LiDAR, autonome Robotik, digitale Zwillinge, Industrie 4.0}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Entwicklung und Evaluierung eines multisensorischen Kamera-Setups zur 3D-Raumrekonstruktion in einer dynamischen Industrieumgebung mittels Gaussian Splatting auf einem autonomen Robotersystem}}},
  year         = {{2025}},
}

@misc{12022,
  author       = {{Luttmann, Mario and Blome, André and Segermann, Jan and Jekle, Mario and Frahm, Björn and Müller, Ulrich}},
  keywords     = {{colorimetry, photogrammetry, wheat rolls, crust colour, 3D analysis}},
  location     = {{Lemgo}},
  title        = {{{Erkenntnisse zur Nutzung von Photogrammmetrie für die Untersuchung des Bräunungsverhaltens von Weizenbrötchen}}},
  year         = {{2024}},
}

@misc{12212,
  abstract     = {{Water quality and hypoxia in lakes and reservoirs are strongly associated with water renewal. Yet vertical water exchange is still not fully understood and challenging to evaluate in highly dynamic systems. Here, we applied a scaling approach using the vertical timescale, vertical water age (VWA), defined as time since a water parcel last touched the water surface. We established a 3D hydrodynamic-based age model to quantify the vertical water renewal in Xiangxi Bay, a tributary bay of the Three Gorges Dam. The integrated effects of hydrodynamic processes like stratification, intruding density currents from the mainstream, and upstream inflow on the vertical renewal were accounted for. Results indicated that the spatial–temporal distribution of VWA in Xiangxi Bay depended on stratification and forms of intruding density currents. Age was large in spring and summer, and small in autumn and winter, reaching a maximum of 25 days in April. The vertical water renewal was faster during bottom intrusions from the mainstream than during middle and surface intrusions. At times, the epilimnion contained old water due to circulations, and the hypolimnion contained young water due to upstream flushing. In contrast to natural lakes, the bottom water was often younger than overlying intermediate waters. This demonstrated that mixed layer depth was insufficient to fully capture the vertical exchange in riverine systems with significant surface/bottom intrusion. The findings suggested VWA as a quantitative measure of vertical water transport in highly dynamic systems and its usability for environmental water management.}},
  author       = {{Gai, Bo and Boehrer, Bertram and Sun, Jian and Li, Yuanyi and Lin, Binliang and Shatwell, Tom}},
  booktitle    = {{Journal of Hydrology}},
  issn         = {{1879-2707}},
  keywords     = {{Vertical water renewal, Water age, Thermal stratification, Hypoxia, 3D hydrodynamic-based age model, Water environmental management}},
  number       = {{3}},
  publisher    = {{Elsevier BV}},
  title        = {{{Vertical water age and water renewal in a large riverine reservoir}}},
  doi          = {{10.1016/j.jhydrol.2024.130701}},
  volume       = {{631}},
  year         = {{2024}},
}

@misc{10985,
  abstract     = {{This thesis examines the impacts of scene and rendering optimizations techniques aimed for GPU rendering within the realm of animated scene for offline rendering. Focusing on the unique challenges posed by dynamic animations, the research explores how these rendering approaches impact rendering speed, memory efficiency, and the attainment of lifelike visual quality. Using Octane render as ground for analysis, this study aims to uncover how scene optimizations intersect with the demands of animated content. Through meticulous comparison, this thesis endeavours to provide insights that empower rendering practitioners and animators to go through optimization strategies, bridging the gap between efficient resource allocation and the pursuit of captivating visual.}},
  author       = {{De Melo Bernardino, Lucas}},
  keywords     = {{GPU Rendering, Scene Optimization, 3D Rendering, Cinema 4D, Octane Render}},
  pages        = {{55}},
  publisher    = {{Technischen Hochschule Ostwestfahlen-Lippe}},
  title        = {{{Enhancing GPU Rendering Efficiency through Scene Optimizations: A Case Study using Octane for Cinema 4D}}},
  year         = {{2024}},
}

@misc{7670,
  abstract     = {{Additive manufacturing (AM) and rapid prototyping process (RPP) have revolutionized the production of 3D objects in the last few decades. RPP has considerably increased the rate of production and the possibility of manufacturing prototypes in the fields of electrical, optical, and mechanical engineering. The manufacturing of optical prototypes including spherical, aspheric, and special kinds of lenses and lens arrays has reformed the fabrication of optical components. In this paper, specifically designed lens array prototypes for application in visible light communication (VLC) are introduced. These lens array prototypes are manufactured using the stereolithography apparatus (SLA) process. These lens arrays are designed to achieve optimal transmission of the light beam for VLC systems. One of the prototypes from the lens arrays contains primarily four spherical lenses and one thicker convex lens and the other contains one fresnel lens as a substitute for thicker convex lens. These lens arrays are further post-processed to achieve the required transparency. These lens array prototypes are tested using laser and LEDs. The ON-OFF keying modulated light beam was transmitted through the lens array at the sender side and focused on the photo-receiver using another lens array at the receiver side which is 200 cm apart. After evaluating these lens prototypes, it can be concluded that with appropriate post-processing and high-resolution stereolithography based manufacturing, a low data rate VLC link can be formed.}},
  author       = {{Shrotri, Abhijeet Narendra and Beyer, Micha and Schneider, Daniel Johann and Stübbe, Oliver}},
  booktitle    = {{Laser 3D Manufacturing VIII}},
  editor       = {{Helvajian, Henry and Gu, Bo and Chen, Hongqiang}},
  isbn         = {{978-1-5106-4189-1}},
  issn         = {{1996-756X}},
  keywords     = {{Additive manufacturing, 3D printing, Stereolithography apparatus, Spherical lenses, Fresnel lenses, Visible light communication}},
  location     = {{San Francisco }},
  publisher    = {{Society of Photo-Optical Instrumentation Engineers}},
  title        = {{{Manufacturing of lens array prototypes containing spherical and fresnel lenses for visible light communications using stereolithography apparatus}}},
  doi          = {{10.1117/12.2586907}},
  volume       = {{11677}},
  year         = {{2021}},
}

@inproceedings{4096,
  abstract     = {{Projection-based assistive systems have shown to be a promising technology to support workers during manual assembly processes in industrial manufacturing by projecting instructions into the working area. While existing studies have investigated various aspects of these systems, little research has been conducted regarding the way in which the user accesses the provided instructions. In this paper we analyze the eye movements of users during the repeated execution of an assembly task at a projection-based assistive system in order to gain insights into the utilization of the presented instructions. For this purpose, we analyzed eye tracking recordings from a user study with 15 participants to investigate the sequences in which the respective instructions are observed by the users. The results show a significantly lower number of nonlinear gaze sequences as well as a significantly higher number of steps without observing the instructions during the repeated use of the assistive system. In addition, there was a significantly lower task completion time during repeated use of the assistive system.}},
  author       = {{Heinz, Mario and Büttner, Sebastian and Röcker, Carsten}},
  booktitle    = {{22nd International Conference on Human-Computer Interaction}},
  isbn         = {{978-3-030-50343-7}},
  keywords     = {{Assistive systems, Eye tracking, Human behavior}},
  location     = {{Copenhagen, Denmark}},
  pages        = {{259--272}},
  publisher    = {{Springer}},
  title        = {{{Exploring Users' Eye Movements When Using Projection-based Assembly Assistive Systems}}},
  doi          = {{https://doi.org/10.1007/978-3-030-50344-4_19}},
  volume       = {{12203}},
  year         = {{2020}},
}

@misc{7676,
  author       = {{Shrotri, Abhijeet Narendra and Beyer, Micha and Stübbe, Oliver}},
  booktitle    = {{3D Printed Optics and Additive Photonic Manufacturing II : 6-10 April 2020, online only, France }},
  editor       = {{von Freymann, Georg and Herkommer, Alois M. and Flury, Manuel}},
  isbn         = {{978-1-5106-3470-1}},
  issn         = {{1996-756X}},
  keywords     = {{Fresnel lenses, Stereolithography apparatus, 3D printing, Photo-polymerization}},
  location     = {{Strasbourg (online)}},
  publisher    = {{SPIE}},
  title        = {{{Manufacturing and analyzing of cost-efficient fresnel lenses using stereolithography}}},
  doi          = {{10.1117/12.2555367}},
  volume       = {{11349}},
  year         = {{2020}},
}

@misc{7679,
  author       = {{Shrotri, Abhijeet Narendra and Beyer, Micha and Stübbe, Oliver}},
  booktitle    = {{	 Production engineering and management : proceedings 9th international conference, October 03 and 04, 2019, Trieste, Italy}},
  editor       = {{Padoano, Elio and Villmer, Franz-Josef}},
  isbn         = {{978-3-946856-04-7}},
  keywords     = {{3D printing, stereolithography, optical lens, light forming structures, convex lenses, concave lenses, refraction of light, focal length}},
  location     = {{Trieste}},
  pages        = {{227--240}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{Evaluation of stereolithograghy processes for the production of lens prototypes}}},
  volume       = {{2019, 01}},
  year         = {{2019}},
}

@misc{699,
  author       = {{Warwitz, Maximilian}},
  keywords     = {{Game Design, 3D-Asset, Workflow, Videospiel, Computerspiel}},
  pages        = {{93}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Workflow zur Erstellung von 3D-Assets für Computer- und Videospiele}}},
  year         = {{2018}},
}

@misc{705,
  author       = {{Schrewe, Manuela}},
  keywords     = {{3D Modeling, Character Design, Concept Art, Spiel, Unreal Engine 4}},
  pages        = {{81}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{IJÓMA – Die Erstellung eines Spielekonzepts in den Produktionsschritten Concept Art | Character Design | Level- \& Gameplay Design 3D Modeling | Umsetzung in Unreal Engine 4}}},
  year         = {{2018}},
}

@misc{917,
  author       = {{Liesen, Sonja}},
  keywords     = {{3D-Visualisierung, Marketingkonzept}},
  pages        = {{104}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Marketingkonzept und 3D-Visualisierung für Produktinnovationen am Beispiel eines multifunktionalen Taschensystems}}},
  year         = {{2018}},
}

@misc{919,
  author       = {{Finger, Marion}},
  keywords     = {{3D-Druck, CG Modelling, Computergrafik, Warenpräsentation}},
  pages        = {{64}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Die Wirtschaftlichkeit des 3D-Drucks im Bereich der Backwarenpräsentation}}},
  year         = {{2018}},
}

@misc{1009,
  author       = {{Beyer, Tabea}},
  keywords     = {{3d Animationsfilm, Wasseraufbereitung}},
  pages        = {{36}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Visualisierung chemischer Prozesse - Filmisch erklären 3D-Animationsfilm über das Verfahren der Wasseraufbereitung der Firma Fermanox}}},
  year         = {{2018}},
}

@inproceedings{4259,
  abstract     = {{This paper presents a prototype of an intelligent assistive system for workers in stationary manual assembly using projection-based augmented reality (AR) and intelligent hand tracking. By using depth cameras, the system can track the hands of the user and makes the user aware of wrong picking actions or errors in the assembly process. The system automatically adapts the digital projection-based overlay according to the current work situation. The main research contribution of our work is the presentation of a novel hand-tracking algorithm. In addition, we present the results of an user study of the system that shows the challenges and opportunities of our system and the hand-tracking algorithm in particular. We assume that our results will inform the future design of assistive systems in manual assembly.}},
  author       = {{Büttner, Sebastian and Sand, Oliver and Röcker, Carsten}},
  booktitle    = {{European Conference on Ambient Intelligence}},
  isbn         = {{978-3-319-56996-3}},
  keywords     = {{Augmented reality, Mobile projection, Hand tracking, Manufacturing, Industry 4.0}},
  location     = {{ Malaga, Spain}},
  pages        = {{33--45}},
  publisher    = {{Springer}},
  title        = {{{Exploring Design Opportunities for Intelligent Worker Assistance: A New Approach Using Projetion-Based AR and a Novel Hand-Tracking Algorithm}}},
  doi          = {{10.1007/978-3-319-56997-0_3}},
  volume       = {{10217}},
  year         = {{2017}},
}

@misc{796,
  author       = {{Kelm, Jasper}},
  keywords     = {{2D-Tracking, 3D-Tracking, Integration, Kamera, Rekonstruktion}},
  pages        = {{89}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{3D-Tracking : Gegenüberstellung verschiedener Implementierungen in Labor- und Praxisanwendung}}},
  year         = {{2017}},
}

@misc{798,
  author       = {{Führer, Melina}},
  keywords     = {{3D}},
  pages        = {{51}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Methoden und Möglichkeiten fotorealistischer Visualisierung zur Produktpräsentation}}},
  year         = {{2017}},
}

@misc{834,
  abstract     = {{Erstellung von zwei Designansätzen (abstrakt und realistisch) bezüglich eines menschlichen Gesichtes als 3D-Grafik in Rücksichtnahme auf das "Uncanny Valley".}},
  author       = {{Hunter Blench, Leslie}},
  keywords     = {{Uncanny Valley, 3D, Digitales Kino, Effekte, Stereoskopischer Film}},
  pages        = {{36}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Uncanny Valley : Die Auswirkung von Abstraktion und Ikonizität hinsichtlich der Glaubwürdigkeit einer computergenerierten Person}}},
  year         = {{2017}},
}

@misc{1679,
  author       = {{Gross, Xenia}},
  keywords     = {{3D, Charakterdesign, Modelling}},
  pages        = {{82}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{3D-KURZFILM „THE NIGHT OF SPIDERS AND FOOLS“ }}},
  year         = {{2015}},
}

@misc{1685,
  author       = {{Schäfer, Kristina}},
  keywords     = {{3D, 3ds Max, Modellierung, Modelling, Character}},
  pages        = {{162}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Die Entwicklung und Modellierung eines Characters in 3ds Max}}},
  year         = {{2015}},
}

@misc{1691,
  author       = {{Heine, Johannes}},
  keywords     = {{3D, Animation, Animationsprinzipien, Disney}},
  pages        = {{65}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Die 12 Animationsprinzipien von Disney: Entstehung und Bedeutung für heutige Animationsproduktionen}}},
  year         = {{2015}},
}

@inproceedings{4331,
  abstract     = {{When a user enters a personal identification number (PIN) into an automated teller machine or a point of sale terminal, there is a risk of some one watching from behind, trying to guess the PIN code. Such shoulder-surfing is a major security threat. In order to overcome this problem different PIN entry methods have been suggested. In this regard, gaze interaction methods are receiving attention in recent years, owing to the lowering cost of eye tracking technology. In this paper, we present SafetyPIN - an eye tracking based PIN entry system - which is aimed at making the PIN entry more secure with the help of an eye tracking device. We discuss the implementation and the initial evaluation of this system.}},
  author       = {{Seetharama, Mythreya and Paelke, Volker and Röcker, Carsten}},
  booktitle    = {{Human Aspects of Information Security, Privacy, and Trust}},
  editor       = {{Tryfonas, Theo and Askoxylakis, Ioannis}},
  isbn         = {{978-3-319-20375-1}},
  keywords     = {{PIN entry, Eye tracking, Security, Usability, Point of sale terminals}},
  location     = {{Los Angeles, CA, USA}},
  pages        = {{426--435}},
  publisher    = {{Springer}},
  title        = {{{SafetyPIN: Secure PIN Entry through Eye Tracking}}},
  doi          = {{10.1007/978-3-319-20376-8_38}},
  volume       = {{9190}},
  year         = {{2015}},
}

@inproceedings{585,
  abstract     = {{Many low-cost 3D printers have been brought to market over the last couple of years. Most of them apply a Fused Layer Manufacturing (FLM) process, and have made 3D printing a great success amongst hobbyists, the maker community and students. One drawback of such inexpensive equipment is a limited build envelope, which prevents this from becoming a significant contributor to industrial production. To overcome these limits, it is not sufficient to simply upscale dimensions, but the overall concept of such machines must be completely re-thought, as well as the concepts behind several building blocks, components and the process software system.
Problems such as shrinkage of build material, support material and machine parts in combination with long printer head travels, temperature distribution and moisture effects all have to be solved. In addition, larger parts need longer process times. Therefore, reduction of process times and an increase in productivity are necessary in order to enable economic production.
Some of these problems can be solved by using more than one printer head for production, by using new materials and inventing new nozzle systems as distinct solutions for big printers. Nevertheless, to solve all these problems, the development of special machines for large parts is necessary: not component-wise but as a whole system. Large parts could then be successfully produced in several industries, using large, inexpensive FLMmachines.
}},
  author       = {{Villmer, Franz-Josef and Witte, Lars}},
  booktitle    = {{Production Engineering and Management}},
  editor       = {{Padoano, Elio and Villmer, Franz-Josef}},
  isbn         = {{978-3-941645-11-0}},
  keywords     = {{3D printing, FLM, build envelope, large-scale, thermoplastic polymers}},
  location     = {{Trieste, Italy}},
  number       = {{1}},
  pages        = {{111--122}},
  title        = {{{Large Scale 3D-Printers: The Challenge of Outgrowing Do-It-Yourself}}},
  year         = {{2015}},
}

@inproceedings{4373,
  abstract     = {{Today, usability measures for the evaluation of systems and interfaces are mostly assessed in an isolated way. This paper addresses the question whether an integrative multi-dimensional feature evaluation can lead to different and more holistic results. We combined traditional measures (e.g., time to task completion) with advanced measures, like eye tracking, biosignal data logging and assessment of user emotions. For the evaluation of emotions, we used verbal methods (PAD Semantic Scale and a questionnaire) and a nonverbal method with EmoCards. The overall goal was to document and analyze the interaction as completely as possible (including effectiveness, efficiency and user satisfaction), focusing especially on objective measurements. Furthermore, the recording and assessment of emotions, which are part of the user experience, should give insights into user satisfaction.}},
  author       = {{Ermes, Verena and Janß, Armin and Radermacher, Klaus and Röcker, Carsten}},
  booktitle    = {{Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare }},
  editor       = {{Hein, Andreas}},
  keywords     = {{Usability Measures, User Experience, Eye Tracking, Biosignal Data Logging, Emotion Evaluation, Risk Analysis, Medical Devices, Integrated Usability Evaluation}},
  location     = {{Oldenburg}},
  pages        = {{227 -- 230}},
  publisher    = {{ ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering)}},
  title        = {{{Analyzing the Benefits of Integrative Multi-Dimensional Assessments of Usability Features in Interaction-Centered User Studies}}},
  doi          = {{10.4108/icst.pervasivehealth.2014.255142#d73284787e1}},
  year         = {{2014}},
}

@misc{1026,
  author       = {{Ruthmann, Daniel}},
  keywords     = {{3D, Architekturvisualisierung, CG}},
  pages        = {{45}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Archipelago House }}},
  year         = {{2012}},
}

@misc{1037,
  abstract     = {{This master thesis focuses on the problems that can occur at 3D stereoscopic productions with a student budget. It provides the reader with the basic knowledge about the human eye. Further the human perception of 3D stereoscopic content is described. The reader will learn about the basic techniques and the technical appliances used in the production and the presentation of 3D stereoscopic movies. The special focus of this work is the comparison of a low budget student spot that was produced in stereoscopic 3D to other well known blockbuster movies regarding the subjects of ghosting/crosstalk, disparity and asynchronous frames. The reader will know how he or she can prepare a 3D life action shooting with a low budget avoiding these three failure sources.}},
  author       = {{Mompour, Marcel}},
  keywords     = {{3D stereoscopic, ghosting, crosstalk, bad synchronisation, disparity, low budget, Stereoskopischer Film, Synchronisierung}},
  pages        = {{63}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Comparison of 3D stereoscopic blockbuster movies with a 3D stereoscopic spot realised with a student budget regarding ghosting/crosstalk, bad disparity and asynchronous frames}}},
  year         = {{2012}},
}

@misc{1045,
  abstract     = {{In the context of the increasing use of new portable evices, the potential of binaural recording techniques is being reconsidered. This kind of recording technique simulates human hearing and provides a 3D recording space, bringing in new mixing possibilities. For this paper, a song has been produced using inaural recording techniques and tested on a group of average listeners. The results suggest great potential for this technique for music production due to the 3D space that it brings but also significant limitation for commercial broadcasting.}},
  author       = {{Seserman, Angela-Nicoleta}},
  keywords     = {{binaural recording, 3D sound, music production, Musikproduktion, Sound}},
  pages        = {{46}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Binaural recording techniques in a popular music production}}},
  year         = {{2012}},
}

@misc{1117,
  abstract     = {{In dem Kurzfilm HAPPYSAD geht es um einen namentlich unbekannten Hauptdarsteller. Optisch ist er im Alter zwischen 50 und 70 einzuordnen, allerdings spielt auch das Alter dabei keine Primäre Rolle. Der Character an sich erhält keine genauere Einführung und verstärkt damit den Eindruck der Austauschbarkeit und damit Anonymität. [...] Erdrückt von der Einsamkeit und der pausenlos verinnenden Zeit, gehen die Blicke immer wieder hektisch zum offen stehenden Fenster. Der Darsteller fasst den Entschluss [...], sich das Leben zu nehmen. Auf dem Fenstrebrett stehend zögert er kurz, springt dann aber in die Tiefe. Sichtlich benommen kommt er in einer für ihn unbekannten Welt wieder zu sich. [...]Doch überraschend schnell wird er wieder in die Realität zurück befördert und stellt fest, dass es sich bei all dem Erlebten (glücklicherweise) nur um einen Traum gehandelt hat.}},
  author       = {{Wiechmann, Jan}},
  keywords     = {{3D-Grafik-Software, Kurzfilm}},
  pages        = {{21}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Happy Sad : Ein animierter Kurzfilm}}},
  year         = {{2011}},
}

